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  1. #1
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Zkieve View Post
    Just because the game needed changes, doesnt mean it needed these changes.

    My biggest problem with these changes is they are

    making DD melee less Unique -Melee were really generic before, i honestly dont see how this changes makes it less or more generic than how it was.Elaborate please. TP dependence and usage is no different.What is diferent is now you dont have to spam key 1 to do normal atacks, instead you can plan and use several skills(since you dont have to count stamina anymore) in rotation to keep maximizing your dps.If a DD is standing there only AA and TP skill that dd sucks. As simple as that.Is not to diferent from ffxi battle type.
    Slowing down the pace of battle Maybe, but it brings a new type of strategy gameplay, or think before to do .spaming ( with few second interval to save stamina) to me, it was boring as hell.To be honest as gladi i barely had stamina left to do normal atacks with so many skills to use, i find the change refreshing.
    And the SP gains are most likely not changing- this matters not , changes nothin.Or to put it in a less nice way . I dont care

    these battle changes, for a DD seem to suggest, battle will be less entertaining, take longer outside of battle, (waiting for mp) and overall give you less sp per hour (because it takes longer to kill things).Serge vs strategy battles ?Im sorry but my choice is pretty clear

    If these changes slowed battle, but made it more strategic, allowed at optimal playstyle similar level of effeciency, or gave more SP per hard fight, i would be fine with it. But none of that is what these changes suggest. well , apart from the bolded part , is what the notes DO suggest to me.I dont care about the bolded part.

    I could be wrong, i guess we ll see in a hour or soNothin wrong having a friendly discussion while we wait for the game

    Like i said , the patch gives me a complete opposite view of thins than how you put it.But anyways ill dig and keep a good discussion alive.

    See above in red.
    let me explain first of all, the only major difference in DoW classes is the specific abilities, and traits and skills. Most of these came from your basic skill set, that you could use at anytime.

    take a look at each of the classes specific skills

    PUG flurry, light strike, pummel, seismic shock, simian thrash
    by putting heavy counters and altering the usage of light strike pummel and seismic the basic playstyle of pugilist is gone, it went from choosing a defensive or attack style, to having only one playstyle. not to mention, for a class who more than half of skills revolve around tanking, to take the basic tanking skill (light strike), and give it a 30 second timer, seems to counter synergistic skill sets.

    MRD the use of broad strike and heavy swing, along with AOE taunts, and AOE WS gave mrd a distinct advantage to keeping hate on multiple mobs, and doing dmg to multiple mobs (if the mobs are close) By being able to use a basic skill as an aoe, they increase tp generation, damage and hate in a group fighting situation. Unfortunately with the old claiming system, this only really came into play in Leves, but even that distinct playstyle is now getting diminished

    LNC hasnt lost that much, the new reliance on AA tp generation makes speed surge probably even better, and pierce is the only thing to suffer. While it did give great tp, the new tp dependent playstyle favors them more with speed surge, and with native timers on invigorate and comrade in arms.

    Arc has taken the least losses, only thing of import being the long multishot recast timer, but with trifurcate and thier other skills, it will probably still feel unique.

    so with only 4 DD, now 3 of them will play pretty similarly, except 1 will be better at it, because it will have way faster tp generation. Not to mention the nerfs have impaired the two classes who took the biggest hits tank potential.

    so now we are down to 1 good tank, 3 DDs who play even more similarly to before, except 1 has a distinct advantage. and 1 DD that plays different.

    that is less unique than before by far. making a couple big WS class specific is not adding class uniqueness, having basic playstyle differences makes class uniqueness. Instead of enhancing it, this patch diminishes it For DD.

    as far as serge versus stategy battles, the key is to reward strategic battles, slowing combat doesnt equal more strategic battles, adding skills, and abilities that alter the flow of combat and enemy potential, as well as giving monsters more tools is what makes more strategic combat. Mp management for WHM is now a bigger deal, thats the only facet of these changes that has added more strategy, and thats fine, but even at peak effeciency, a WHM will have downtime, i know call con whm, because that is what they will be forced to be at all times now. The costs of Heal spells will leave them no time for anything else, and no one will be inviting a con to a party to DD, because there is no longer any other feasible option for curing.

    ahhhh back to the searching for whm party style.... yay... and 1 tank only..... and waiting for mp......
    (1)

  2. #2
    Player
    Zkieve's Avatar
    Join Date
    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    Quote Originally Posted by Physic View Post
    let me explain first of all, the only major difference in DoW classes is the specific abilities, and traits and skills. Most of these came from your basic skill set, that you could use at anytime.

    take a look at each of the classes specific skills

    PUG flurry, light strike, pummel, seismic shock, simian thrash
    by putting heavy counters and altering the usage of light strike pummel and seismic the basic playstyle of pugilist is gone, it went from choosing a defensive or attack style, to having only one playstyle. not to mention, for a class who more than half of skills revolve around tanking, to take the basic tanking skill (light strike), and give it a 30 second timer, seems to counter synergistic skill sets.



    MRD the use of broad strike and heavy swing, along with AOE taunts, and AOE WS gave mrd a distinct advantage to keeping hate on multiple mobs, and doing dmg to multiple mobs (if the mobs are close) By being able to use a basic skill as an aoe, they increase tp generation, damage and hate in a group fighting situation. Unfortunately with the old claiming system, this only really came into play in Leves, but even that distinct playstyle is now getting diminished

    LNC hasnt lost that much, the new reliance on AA tp generation makes speed surge probably even better, and pierce is the only thing to suffer. While it did give great tp, the new tp dependent playstyle favors them more with speed surge, and with native timers on invigorate and comrade in arms.

    Arc has taken the least losses, only thing of import being the long multishot recast timer, but with trifurcate and thier other skills, it will probably still feel unique.

    so with only 4 DD, now 3 of them will play pretty similarly, except 1 will be better at it, because it will have way faster tp generation. Not to mention the nerfs have impaired the two classes who took the biggest hits tank potential.

    so now we are down to 1 good tank, 3 DDs who play even more similarly to before, except 1 has a distinct advantage. and 1 DD that plays different.

    that is less unique than before by far. making a couple big WS class specific is not adding class uniqueness, having basic playstyle differences makes class uniqueness. Instead of enhancing it, this patch diminishes it For DD.

    as far as serge versus stategy battles, the key is to reward strategic battles, slowing combat doesnt equal more strategic battles, adding skills, and abilities that alter the flow of combat and enemy potential, as well as giving monsters more tools is what makes more strategic combat. Mp management for WHM is now a bigger deal, thats the only facet of these changes that has added more strategy, and thats fine, but even at peak effeciency, a WHM will have downtime, i know call con whm, because that is what they will be forced to be at all times now. The costs of Heal spells will leave them no time for anything else, and no one will be inviting a con to a party to DD, because there is no longer any other feasible option for curing.

    ahhhh back to the searching for whm party style.... yay... and 1 tank only..... and waiting for mp......
    So in short.

    Pug and MRD got the short end of the update , yet the rest of the classes got way more identity.

    I have mrd as second main and i can live with that.im sure if it falls short , it will be balanced .

    And on the subject about mages, they were overpowered, and sorry but the game have been super-mega-eazy.IN ALL aspects.Also , it have been rewarding bad game play and mechanics.

    If i have to depend on having to look for a con to do anything as the price to pay to have a challenging (not time consuming challenging , but dificulty wise )and not zerg everythin type of battle.

    SO BE IT.

    I think the pros outdo the cons , by far.

    i might not agree with your reasoning but i can understand were you are coming from, at the very least think this is the first mayor change , if its really unbalanced , more tweak tweak tweak , tweak some more. hey we got it right.This is how MMORPG balance classes.Normally.

    But this mayor overhaul was 150% necessary.
    (2)

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